Apparatus for an electronically-enabled board game

ABSTRACT

An apparatus for an improved board game combining the advantages of both traditional and electronic games. The apparatus includes a game board and a plurality of game pieces, wherein the apparatus is configured to detect the identity and location of a given game piece on the game board; and a server communicable with the game board and configured to receive information on the identity and location of the game pieces relative to the game board, and, if appropriate, send to the game board a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display a game progress indicator.

FIELD OF THE INVENTION

The present invention relates to an apparatus for anelectronically-enabled board game, and more particularly a board gamecomprising a physical board and physical pieces, the board beingelectronically-enabled to detect the presence and identity of the piecesthereupon, the board further being communicable with a server, such thatthe board electronically displays game progress indicators.

BACKGROUND

Traditional board games comprising a physical game board and game piecesare ancient and widely known—such as for example chess, backgammon,monopoly, and a wide variety of other games. These typically comprisemoving the physical pieces on the board in accordance with predeterminedrules. In their classic form, these require the players to be gatheredabout the board, each moving their respective pieces. While “remote”versions of, for example, chess, are known, these are relativelycumbersome and rely on each player relaying (such as in writing) theirchosen move, with the other players then updating the placement of thepieces on their individual boards to reflect this.

Furthermore, these games are limited in how many “moving parts” orcomponents they can have, lest they become overly fiddly and cumbersomefor players. As such, games like for instance chess tend to be an“approximation” or “representation” of warfare, but at a high levelwithout real-life detail or variants.

In more recent times, electronic games have become popular. These arevirtual games played on a personal electronic device, such as asmartphone, tablet, or laptop. However, such games lack the pleasure,engagement value, and other benefits of classic board games.

A number of “hybrid” games have been proposed, that combine physicalelements/pieces with electronics. For instance, U.S. Pat. No. 7,791,483discloses the use of RFID chips; and U.S. Pat. No. 9,616,334 disclosesan interactive children's game which also includes RFID technology.These documents are incorporated herein by reference. Such “hybrid”games, however, tend to be limited to, or constrained by, theirparticular gaming formats/contexts.

It is accordingly an object of the present invention to provide animproved board game apparatus that more comprehensively, effectively,and engagingly combines the benefits of classic and electronic games; orat least to provide the public with a useful choice.

STATEMENTS OF THE INVENTION

According to one aspect of the invention, there is provided an apparatusfor an electronically-enabled board game, said board game beingconfigured for playing by at least two players, each assigned aplurality of game pieces, the players taking sequential turns to causeor instruct movement of at least one of their game pieces relative to agame board in accordance with the rules of the game, said apparatuscomprising:

-   -   the game board;    -   the plurality of game pieces assigned to each player; wherein        the apparatus is configured to detect the identity and location        of a given game piece relative to the game board; and    -   a server comprising a processor and a memory and communicable        with at least the game board, wherein the server is configured        to receive information on the identity and location of the game        pieces relative to the game board, the server being further        configured to, upon each sequential turn taken by each player,        determine whether a game progress indicator is appropriate, and        if so, send to the game board a display instruction, wherein the        game board is configured to, in response to the display        instruction, electronically display the game progress indicator.

Preferably, each of the plurality of game pieces contains an electronicidentifier, and the game board is configured to electronically detectthe identity and location of a given game piece on the game board.

More preferably, the electronic identifier is provided by an RFID chipin each game piece, and the game board is configured with an RFIDreader.

Preferably, the game board is divided into regions, each regioncorresponding to a location on the game board.

Preferably, the regions and/or their significance are adjustable, suchas programmable.

Preferably, the server is remote from the game board.

Preferably, the server receives from the game board the information onthe identity and location of the game pieces on the game board upon eachsequential turn taken by each player.

Preferably, the type of game progress indicator is determined by thetype of game event to which the most recent player's move(s)corresponds, in accordance with the rules of the game.

Preferably, the type of game event is at least partly determined by oneor more of: the start and/or end location (i.e. origin and/ordestination) on the game board of the game piece(s) involved in the mostrecent player's move(s); and: the identity of the game piece(s) involvedin the most recent player's move(s).

Preferably, one type of game progress indicator corresponds to the gameevent “simple move”.

Preferably, another type of game progress indicator corresponds to thegame event, “move plus outcome”.

More preferably, there are a plurality of subtypes of game progressindicator corresponding to a plurality of subtypes of “move plusoutcome” game events.

Preferably, the game progress indicator comprises illumination of atleast one region of the board. More preferably, different types and/orsubtypes of game progress indicator comprise different illuminationcolours, and/or different illumination sequences.

Preferably, the game progress indicator comprises one or more soundeffects.

Preferably, more than one game progress indicator, and/or type and/orsubtype of game progress indicator, may be simultaneously displayed.

Preferably, the server is further configured to store any relevantparameters associated with one or more of the plurality of game pieces.

Preferably, the parameters associated with the one or more of theplurality of game pieces are changeable throughout the game.

Preferably, the players have input as to at least some of the parametersassociated with one or more of the plurality of their game pieces, inaccordance with the rules of the game.

Preferably, the parameters associated with the game piece(s) involved inthe most recent player's move(s) contribute to determining the type ofgame event to which that move(s) corresponds, and hence the appropriatetype of game progress indicator.

Preferably, the parameters comprise the ammunition supply associatedwith a particular game piece.

Preferably, the type of game event to which a player's move(s)corresponds, and hence the appropriate type of game progress indicator,is at least partly determined by the identity, start and/or endlocation, and/or any relevant parameters of at least two game piecesassigned to different players, in accordance with the rules of the game.

Preferably, the apparatus comprises a plurality of game boards; and morepreferably, one board per player.

Preferably, the game progress indicator is displayed on all of the gameboards, such that each player can move the relevant piece(s) on theirboard to reflect the most recent player's move(s).

Preferably, the apparatus further comprises a personal electronicdevice, such as a smartphone, tablet, or personal computer, associatedwith each player, and communicable with the server.

Preferably, the personal electronic device is configured to display areal-time simulation of the board game, including one or more of: theidentity and location of the plurality of game pieces on (or in relationto) the game board; the latest player's move(s); the corresponding typeand/or subtype of game event; the corresponding game progress indicator;any relevant prompts or instructions to the player; any relevantparameters associated with the plurality of game pieces; and/or the gamescore.

Preferably, the personal electronic device is further configured toreceive player input and transmit this to the server.

More preferably, the personal electronic device is configured to receiveplayer input as to at least some of the parameters associated with oneor more of the plurality of that player's game pieces, in accordancewith the rules of the game.

More preferably, the parameter comprises the ammunition supplyassociated with a particular game piece, and the player input comprisesone or more of: using at least some of the ammunition as part of theplayer's move(s); or: replenishing the ammunition supply associated withthat game piece, in accordance with the rules of the game.

According to another aspect of the invention, there is provided a gameboard configured for use in the apparatus substantially as describedabove.

According to another aspect of the invention, there is provided a gamepiece configured for use in the apparatus substantially as describedabove.

According to another aspect of the invention, there is provided a serverconfigured for use with the apparatus substantially as described above.

The present invention provides a number of advantages over the priorart, including, in some embodiments:

-   -   Providing a board game apparatus that combines the        engagement/excitement value of physical game pieces on a game        board with the advantages of electronics;    -   Including providing a board game apparatus wherein the state of        play, the score, the parameters associated with each piece, et        cetera, are monitored and displayed to players in real time        throughout the game;    -   Including also providing a game wherein the physical board is        electronically augmented, providing greater clarity as to each        player's move(s) and the effect/outcome of that move(s);    -   Also enabling the board game to comprise a much greater array        and/or combination of options, add-ons and detail, without these        becoming cumbersome or fiddly for the user;    -   Thereby also enabling the board game to have a vast number of        permutations and variations; and    -   At the very least, providing the public with a useful choice.

BRIEF DESCRIPTION OF FIGURES

Further aspects and advantages of the invention will become apparentwith reference to the accompanying Figures, which are given by way ofexample only and in which:

FIGS. 1A and 1B are schematics showing the architecture of and stepstaken by the apparatus according to a first preferred exemplaryembodiment of the invention;

FIG. 2 is a schematic showing the architecture of and steps taken by theapparatus according to a second preferred exemplary embodiment of theinvention;

FIG. 3 is a schematic showing two possible moves using the apparatus ofFIG. 1A or 1B; and

FIG. 4 is a photograph showing an exemplary arrangement of game pieceson the game board; and

FIGS. 5.1-5.24 are schematics corresponding to Example A set out below.

DETAILED DESCRIPTION OF FIGURES FIGS. 1-4

FIGS. 1A and 1B are schematics showing the steps taken by the apparatusaccording to a first preferred exemplary embodiment of the invention.

The architecture of the apparatus in FIGS. 1A and 1B is the same; whatdiffers is that the type of move made by the player corresponds to adifferent type of game event, and accordingly the output generated bythe server and displayed to the player is different.

It will be understood that the apparatus is suitable for use with anygame that involves, in general, a game board and a plurality of gamepieces. The architecture and working of the apparatus is independent ofthe rules of any particular game. One particularly preferred game forwhich the apparatus of the invention may be employed is called “HighCommand” (also known as “Ammunition Game”), the rules of which aredetailed at Example A.

For completeness, it is noted that the apparatus is also suitable foruse with games having “ancillary” pieces or components such as, forinstance, dice. The principles of the invention disclosed herein canlikewise be applied to such ancillary components; for instance, wherethe game involves the throwing of dice, the apparatus may be configuredto detect the outcome of the throw (such as if the dice are thrown onthe game board, with the game board being configured to detect how thedice land). This may again be conducive to the playing of “remote”versions of such board games, since it avoids the need to rely solely onthe players' honesty in reporting the outcome of their throws.

For the sake of explanation, the following assumes a notional war-likegame involving two players, with one move per turn, each player havingan identical set of pieces, with the rules of the game stipulating thateach of the pieces has particular rules and powers associated with it,in relation to the other pieces as well as to how that piece is allowedmove on the board. None of the specifics of the game rules, or theterminology used to denote types of game events and the like, are to betaken as limiting on the scope of the invention.

The apparatus (generally indicated by 100) of FIGS. 1A and 1B comprisesa physical game board (102), in this embodiment divided into squares,and a plurality of physical game pieces assigned to a first and secondplayer (respectively 108 and 110). The board (102) and game pieces (108,110) can be formed from plastic or any other suitable material.

In this embodiment, each game piece (108, 110) contains an electronicidentifier, and the game board (102) is configured to electronicallydetect the identity and location of a given game piece (108, 110) on thegame board (102). This is preferably achieved via RFID tags embedded ineach game piece, with the board being configured with an RFID reader.The skilled person will be readily able to effect this. For instance,U.S. Pat. No. 7,791,483 discloses one example of the use of RFIDtechnology in game boards, in a manner that allows accurate RFIDdetection/communication between the pieces and the board.

However, other technologies may also be suitable. For instance, theapparatus may include an overhead camera(s) configured to detect theidentity and location of the game pieces on the game board. The skilledperson may identify still other suitable technologies, or combinationsof technologies, in this regard.

The apparatus also comprises a server (104), which may be a cloud serveror any other type of server deemed suitable by one skilled in the art.The server (104) comprises a processor (104A) and a memory (104B), andis communicable with the game board (102) using known technologicalmeans with which one skilled in the art will be familiar. The memory(104B) stores, among other things, the rules of the particular gamebeing played, and can of course be updated/reprogrammed accordingly.

In the embodiment of FIGS. 1A and 1B, the apparatus also comprises apersonal electronic device (PED) (106) associated with each player. ThePED can be in the form of, for example, a smartphone, tablet, laptop, etcetera; and may be loaded with a suitable app or other software enablingthe PED to “talk” to the server, i.e. be communicable with the serverusing known technological means. The PED is advantageous in providingeach player with a virtual simulation of the game, as well as detailedinformation that may not be readily discernible by looking at the boardalone: such as the implications of a given move according to the rulesof the game, and/or parameters (e.g. current ammunition supply)associated with a given piece. The PED is particularly useful where eachplayer is using their own remote board, as discussed below withreference to FIG. 2 .

The PED is also part of what allows the apparatus to accommodate muchmore complex and detailed games than traditional board games. Forinstance, the ammunition supply can be kept track of, and moreovervirtually expended and replenished by the player, rather than the playerneeding to fiddle around with intricate plastic add-ons on the physicalgame piece (this also makes production more straightforward andcost-effective).

However, this is not intended to be limiting. It is within the scope ofthe invention for the apparatus to not include the PED. For instance,where players are physically gathered about a single game board suchthat each is able to physically move their respective pieces on theboard, the PED might not be required (though a single-board embodimentthat includes one or more PEDs is, of course, within the scope of theinvention).

More generally, it should be understood that a range ofhigh-tech/low-tech variations/combinations are within the scope of theinvention. In some embodiments, the pieces may be relatively low-tech,with supplementary information optionally being provided to players viathe PED as described above. In other embodiments, the pieces and/orboard may be more complex or sophisticated, such that they themselves(in addition to, or instead of, the PED) can display supplementaryinformation, such as for example ammunition levels and/or theimplications of a game move. For example, the pieces may be configuredwith LEDs or similar representing the amount of ammunition each piecehas at a given point in time. The player to whom a given piece belongsdictates (via the PED or otherwise) the usage and replenishment of thatpiece's ammunition. The server then causes this to be indicated, via theLEDs, on the relevant piece and, in multi-board embodiments, on thecorresponding piece on the other players' boards. In another example,the apparatus (i.e. the board, the pieces, or both) may be configured todisplay complex/sophisticated game progress indicators that indicate theimplications of a given move. For instance, a particular illuminationsequence (and/or sound effect) of one or more squares on the board,perhaps in conjunction with illumination (and/or sound effects) of oneor more game pieces, might signify a move having a particularimplication or outcome. While keeping the board and game piecesrelatively low-tech and displaying most of the supplementary informationvia the PEDs is likely to be the most practical option, a range ofvariations such as those mentioned here are likewise within the scope ofthe invention.

Looking again at FIG. 1A, the first player makes a move, as indicated bythe arrow at the top left of the board. In this embodiment, this isaccomplished by the player physically moving their chosen piece on thegame board. However, it is within the scope of the invention formovement of the pieces on the game board to be automated, in response toplayer commands.

The player's move is detected (120) by the game board (102). Moreparticularly, the game board (102) detects the identity of the piecebeing moved (here Tank 1), and the start and end location (i.e. square)of that piece. At (122), the game board transmits this information tothe server (104).

At (124), the server (104) determines the type of game event to whichthe move corresponds. Depending on the rules of the game, the type ofgame event may be determined by, among other things, the identity of thegame piece and its start and end location. For instance, there may be“squares of special significance”, or squares which have specialsignificance if a particular game piece lands on them. The type of gameevent may also be determined by any relevant parameters associated withthat piece (in the notional game described here, one of the relevantparameters is how much ammunition each piece has). The type of gameevent may also be determined by reference to more than one game piece,as discussed below with reference to FIG. 1B.

Since in the FIG. 1A example, the move is a simple move of the firstplayer's piece from square 1:1 to square 2:1 (i.e. with no incursion onenemy pieces), the server (104) identifies the type of game event asbeing “simple move”.

Having determined the type of game event, at (126) the server (104)transmits a display instruction to the game board (102), instructing thegame board (102) to display a game progress indicator corresponding tothat type of game event. (Note, depending on the rules of the game, somegame events may not trigger any game progress indicator).

At (128), the game board (102) accordingly electronically displays theappropriate game progress indicator, as indicated by the bold bordersurrounding square 2:1. In preferred embodiments, the game progressindicator is in the form of illumination, such as via LEDs embedded inthe game board (102). More preferably, different colours and/orsequences of illumination correspond to different types of game events(for instance, yellow for a “simple move” and red for a “move plusoutcome”). Illumination may be of one square or multiple squares,together or in a pattern/sequence, in one colour or in differentcolours. Further game progress indicators can also be provided by, forinstance, sound effects generated by the game board (102). It is alsopossible for the game progress indicator to be provided by the board inconjunction with one or more pieces (such as simultaneous illumination).As noted above, in some embodiments the pattern/sequence of the gameprogress indicator may be sufficiently sophisticated that it indicates,in its own right, a specific outcome or implication of a move. In otherembodiments, the game progress indicator is more in the nature of ageneral “prompt” or “aid” to the player(s), with more detailedinformation being obtainable from the players' PED.

As noted above, the game pieces (108, 110) may also be communicable withthe server (via known technological means) and capable of electronicallydisplaying game progress indicators. For instance, the pieces mayinclude LEDs which are instructed by the server to light up to indicatethe amount of ammunition a given piece has left. All of these variousgame progress indicators may be displayed on the board and/or pieces inlieu of, or in addition to, being displayed on the PED.

At (130), the server (104) sends to the PED (106) information relatingto the updated location and identity of each piece (108, 110) on thegame board (102), such that the PED (106) can display a simulation ofthis. The server (104) also sends to the PED (106) information relatingto the move, and this is also displayed on the PED, as shown in themagnified view in FIG. 1A. The PED also displays an “INSTRUCTION” field,which indicates to the player any repercussions of a game event, such asthe need to remove a piece from the board altogether (as discussedbelow): this does not apply in the present case, as the first player'smove was of the type “simple move”.

A notable variation on the above might be where the player is playingagainst a computer (i.e. the computer is the second “player”), and thecomputer is making the current move. In that case, the first step wouldnot be the game board (102) detecting movement of a physical game piece(108, 110) thereupon. Rather, the server (104) would directly receiveinformation regarding the computer's move and send to the game board(102) an instruction (similar to 126) to cause the game board (102) todisplay a game progress indicator. This would tell the player which ofthe “opponent's” pieces to move on the board and where. For instance,the square under the relevant piece might be illuminated, followed byillumination of the “destination” square. This is within the scope ofthe invention.

Conceivably, this could also be the case more generally, not just wherethe opponent is a computer. That is to say, in some embodiments, ratherthan physically moving their game pieces on their game board, a playermight enter the move into their PED. The server would then cause acorresponding game progress indicator to be displayed on the game boardsof all of the players, to prompt them to move the physical piecesaccording to the player's chosen move. (It is also possible for this“prompter” to be displayed on the virtual representation of the board onthe players' PEDs, in addition to, or in lieu of, being displayed on thephysical boards).

A further possible variation to note is that, in some embodiments, theapparatus may be configured to effect movement of the pieces on the gameboard other than manually by the players. This may be effected in avariety of different ways. By way of example only, reference is made tothe applicant's co-pending application, AU2020903325 (for which a PCTapplication has been or will shortly be filed), incorporated herein byreference, which relates to a game board whereby the pieces are movablevia electromagnetics, correlated electromagnetic array technology,and/or correlated magnets.

It should also be noted that, in some preferred embodiments, the gameboard (102) is configured such that its size, regions, and/or thesignificance of various regions are adjustable. This may be achievedelectronically, such as by the players being able to programme thesize/layout of the squares, or being able to instruct that a portion ofthe board be “ignored” (i.e. inactive) for a particular game. It mightalso be achieved physically, by the board comprising modular segmentswhich can be attached/detached by the players on demand. Such segmentswill of course need to be appropriately configured to be electronicallyconnectable when attached to the remainder of the board; the skilledperson will identify ways of achieving this.

Turning now to FIG. 1B, this shows apparatus identical to that of FIG.1A, but operating in response to a different type of game event. Here,as again indicated by the arrow on the game board (102), the player hasmoved their piece (108—again Tank 1) from square 2:1 to square 3:2. Butsquare 3:2 already contains an opponent's piece (110—here, the secondplayer's Armoured Vehicle 1). As such, this move represents “engagement”or “attack” on the first player's part. Accordingly, when the move isdetected (120) by the game board (102) and sent (122) to the processor(104), the processor recognizes (124) that the type of game event inthis case is different: namely, “move plus outcome”.

In determining (124) the type of game event, the processor (104) takesinto account not only the start and/or end location of the movingplayer's game piece, but also the location of the opponent's piece, aswell as the identity of the respective pieces and the relevantparameters of each at that point in the game (which are stored on thememory (104B)).

In this example, the processor (104) determines (124) that the subtypeof game event is “destroy”. This is because the player's game piece(108) has ammunition, while the opponent's game piece on the destinationsquare has no ammunition. Depending on the rules of the game, if theopponent's game piece also had ammunition, the subtype of game event mayhave been different—for instance, “engage” or “combat” rather than“destroy”. Also depending on the rules of the game, it may be that an“attacking” player whose game piece has ammunition may choose whether ornot to use that ammunition during the attack, rather than (as in thisexample) the server automatically deducting one round of ammunition.

More generally, it will be understood that, due to the large number ofpermutations enabled by the apparatus of the present invention, a givenmove may potentially correspond to a variety of different types orsubtypes, and/or may have a variety of implications, depending onparameters of the piece(s) in question and other related factors. Forexample, if a piece being moved has no ammunition left, then a movewhich might otherwise be of the “move plus outcome” type (e.g. attack orengage) might instead be of the type “simple move”, due to that piecehaving no ability to engage in combat at that time. Another example is avariation on FIGS. 1A and 1B. FIG. 1A was described above as being a“simple move” since the destination square is empty; while FIG. 1B was a“move plus outcome” since the destination square contains an opponent'spiece. But it is also possible for a move to be “aggressive” (and thus a“move plus outcome”) even though the destination square is empty, muchlike placing an opponent's piece “in check” in the game of chess. Forinstance, the move might place an opponent's piece “in the firing line”of the moving player's piece in accordance with the rules of the game.Referring to FIG. 1A, if the piece (108) being moved to square 2:1 (thedestination square) has ammunition, then this move might put theopponent's piece at square 3:2 in the “firing line” of the piece beingmoved (whether or not the move is considered to constitute actual“firing”, or only the potential to fire). This may therefore be afurther type of “move plus outcome” allowed by the rules of the game.The skilled person will appreciate that many such variations arepossible within the scope of the invention.

Returning to FIG. 1B; at 126, the server (104) again transmits to thegame board (102) an instruction to display a game progress indicatorcorresponding to the type (or subtype) of game event; which the gameboard (102) does at 128, indicated by the bold border around square 3:2.In this embodiment, a further game progress indicator, 128A, isprovided—such as in the form of sound effects.

At 130, the server (104) sends information pertaining to the move andthe relevant game pieces to the PED, which displays a simulation of thegame board along with information and instructions relating to the move.Notably, in this case the information tells the first player that only 2of 3 ammo rounds are remaining on their Tank 1 (as a result of theattack); while the instructions tell the players to remove the secondplayer's Armoured Vehicle 1 from the game board, as it has beendestroyed.

In this example, the first player then, at 132, elects to replenish Tank1's ammo supply (subject to the rules of the game allowing this). At134, this information is sent to the server (104); and at 136, theserver in turn sends this information to the other players' PEDs, toupdate them of the change.

The types of moves (and game events) described above with reference toFIGS. 1A and 1B are also illustrated in the schematic at FIG. 3 . On thetop half of the game board (302), move A involves moving the firstplayer's game piece (305), which has 2 of 3 ammunition rounds remaining,from its origin square (304) to its destination square (308) along path(306). The destination square (308) is empty: as such, this move isclassed as a game event of the type “simple move”, and the destinationsquare (308) lights up yellow as a game progress indicator of this.

On the bottom half of the game board, move B involves moving the firstplayer's game piece (311), which has 1 of 3 ammunition rounds remaining,from its origin square (310) to its destination square (314) along path(312). But the destination square (314) is already occupied by thesecond player's piece (313), which has no ammunition remaining. Due tothe destination square being occupied, the move is classed as a gameevent of the type “move plus outcome”; and due to piece (311) beingarmed while piece (313) is unarmed, the event subtype is “destroy”.Accordingly, the destination square (314) lights up red as a gameprogress indicator of this.

Turning now to FIG. 2 , in the top half of the image is shown anapparatus identical to that of FIG. 1B. However, in this embodiment thetwo players are playing remotely, on 2 different boards, as indicated bythe line 201—the first player on board 102, and the second player onboard 202. When the first player makes a move, this is processed by theapparatus in a manner identical to that described above with referenceto FIG. 1B. In addition, the server (104) also transmits a displayinstruction (226) to the second player's board (202). This causes theappropriate game progress indicator(s) (228, 228A) to be displayed onthe second board (202), signaling to the second player the move that thefirst player has made. The game progress indicator(s) (228, 228A) mayinclude, for instance, illumination of the square under the relevantgame piece followed by illumination of the “destination” square. Thisallows the second player to physically move the first player's piece(s)on their board (202) accordingly. In addition, as indicated by 230,information relating to the first player's move is also transmitted tothe second player's PED (206).

FIG. 4 is a photograph showing an exemplary arrangement of game pieceson the game board. Here, the game board is styled as a battlefield, withthe outline of its squares visible. A number of the squares havetopographical features such as trees, valleys, pits/lakes, et cetera,and these can be written into the rules of the game (e.g. that a piececannot land on that square, or that that square affords protection to apiece). The game pieces are styled as soldiers and various types ofmilitary craft, and again their relative hierarchy, powers,manoevrability, et cetera, can all be written into the rules of thegame.

Though not shown, each of the game pieces contains an electronicidentifier, such as an RFID chip, and the board is configured toelectronically detect the identity and location of a given game piece.With each turn taken by a player, the board transmits to a server (notshown) information pertaining to that move. The server then, withreference to the rules of the game, determines the type of game event towhich the move corresponds, and instructs the game board to display acorresponding game progress indicator(s), such as in the form ofcoloured illumination, sound effects, et cetera.

Example A (and FIGS. 5.1-5.24)

Example A, reproduced below, describes the rules of one particularlypreferred game that may be played using the apparatus of the presentinvention, known as “High Command” (or “Ammunition Game”). One of theadvantages of High Command is that it allows 2 moves per turn, whichmeans players can be more strategic, and can even work together. Moregenerally, the two-move-per-turn format increases the number ofpermutations the game can have. Example A is exemplary only, and is notto be taken as limiting on the scope of the invention.

Example A is as follows:

BRIEFING Overview of Game High Command

High Command board and pieces represent real life military bases,equipment & personnel. The concept of the game is for players maneuvertheir playing pieces, as Generals would maneuver their forces in battle.

Operation Forest Storm

Operation Forest Storm is a peace keeping mission in central Europe.Players are commanders of the airforce & army bases in the Forestsectors.

Forest Sector Forces

-   -   Command Centers Airforce Control tower×1, Army Headquarters×1        Attack Crews Fighter aircraft×2, Bomber aircraft×1,        Helicopters×Missile launcher×1, Tanks×2, Jeeps×2, Commandos×2    -   Defense Crews Anti-aircraft guns×2, Mortars×2, Machine guns×2.

Mission

Your mission is to win control of your opponents Sectors, by destroyingtheir command centers or attack crews. The success of your mission isjudged on the speed of your victory, and the protection of yourpersonnel & equipment.

DOCUMENTS Written Instructions & Rules Instruction Sheets

‘Instruction sheets’ on how to play, start, move & attack, are provided,to help new players & quickly understand, and enjoy the game. It isrecommended that you use these sheets as a guide whilst playing yourfirst games.

-   -   How to play sheet Introduction to game & terms    -   How to start sheet Turns for two & four player games    -   How to move & attack ‘Intelligence report’—Ammunition &        maneuvers.

Rule Book

This ‘Rules of Engagement manual’, is designed to be used as a referenceto answer specific questions. It contains detailed explanations of therules, and examples of game play.

This manual also contains information about changing Rank and advancedplay with Flexible board layouts.

Rules of Engagement

Index to rules of the game OBJECTIVE 1.1 Wining BOARD 2.1 Sectors 2.1Quadrants PIECES 3.1 Structures, landscape & crew 3.2 Setting up 3.3Fixed structure & landscape 3.4 Movable crew 3.5 Using crew 3.6 Standsfor aircraft 3.7 Destroyed 3.8 Captured AMMUNITION 4.1 Red & yellow 4.2Destructive force 4.3 Arming crews 4.4 Reaming 4.5 Captured or destroyedTWO PLAYER GAME 5.1 Command 5.2 Turn ‘Maneuver’ 5.3 Starting Turn FOURPLAYER GAME 6.1 Command 6.2 Alliances 6.3 Turn ‘maneuver’ 6.4 Starting6.5 Sequence of maneuvers 6.6 One commander out 6.7 Opposing commandersout MOVING 7.1 Flexible 7.2 Set moves 7.3 Air crews & occupied quadrants7.4 Ground crews & occupied quadrants AIMING 8.1 Line of fire 8.2 Setaims 8.3 Flexible aims 8.4 Artillery ATTACKING 9.1 Opponents pieces 9.2Firing attack 9.3 Bombing attack 9.4 Counter attack 9.5 Shieldingtargets 9.6 Camouflaging targets 9.7 Destroying targets 9.8 Target outof range, shielded, camouflaged BOMBING & FIRING 10.1 Flexible firingrange 10.2 Set firing & bombing range 10.3 Firing rapid fire ammunition10.4 Shells 10.5 Missiles 10.6 Bullets 10.7 Guided missiles 10.8 BombsCOVERING FIRE 11.1 Protection 11.2 Crews able to provide 11.3 Crewsunable to provide 11.4 Direction & range 11.5 Limit & Loss SHIELDING12.1 Protection 12.2 Position 12.3 Crews 12.4 Structures & landscapes12.5 Limit CAMOUFLAGE 13.1 Commando 13.2 Protection 13.3 LimitDESTROYING 14.1 Uncovered targets 14.2 Covered targets 14.3 Structures14.4 Radar 14.5 Supplies 14.6 Pieces removed CAPTURING 15.1 Bases 15.2Crews 15.3 Escaping 15.4 Ammunition 15.5 Counter attacking base RANK16.1 Initial 16.2 Promotion & demotion 16.3 Title & insignia 16.4Authority FLEXIBLE 17.1 Layout & set up 17.2 Layout of sectors 17.3 Setup of pieces

Rules of Engagement Detailed Rules of the Game Operation Forest Storm1.1 Objective

-   -   To win the game, you must win control of the opponent's forest        sectors One & Two, by destroying the opponent's—        -   airforce control tower in sector One and army head quarters            in sector Two.    -   or        -   aircraft, mobile and infantry pieces.            Opponents artillery pieces do not have to be destroyed to            win

Board 2.1 Sectors

-   -   The board is forest landscape divided in four blocks, called        ‘sectors’.    -   The army bases are in sector one, and the airforce bases are in        sector two.    -   The hoard surface is divided by fine lines, into squares called        ‘quadrants’.

2.2 Quadrant

-   -   Each square is called a quadrant.    -   A quadrant can only be occupied by one playing piece at a time.

Pieces 3.1 Structures, Landscape & Crew Pieces

-   -   You have three types of playing pieces structures, landscape,        and crews.

3.2 Setting Up Pieces

-   -   All pieces are placed on the board at the start of the game.    -   Aircraft start the game without a stand fitted.    -   See map for locations.

3.3 Fixed Structure & Landscape Pieces

-   -   Structure and landscape pieces are fixed, and can not be moved        during the game.    -   Structure pieces are the control tower, headquarters and        ammunition depot.    -   Landscape pieces are trees.

3.4 Movable Crew Pieces

-   -   Crew pieces are moveable, and can be moved during the game.    -   Aircraft pieces are called ‘air crew’.    -   Mobile and Infantry pieces are called ‘ground crew’.    -   The airforce has both ‘air & ground crews’.    -   The army has only ‘ground crews’.

3.5 Using Crew Pieces

-   -   In one maneuver, you can use a crew once to either aim, move, or        fire.    -   In one maneuver, you can not, with the same piece        -   aim and fire.        -   move and fire.        -   fire and move.        -   move twice or fire twice.

3.6 Stands for Aircraft Pieces

-   -   Aircraft start the game without a stand, to indicate they are on        the ground.    -   Stands are fitted to aircraft in flight to indicate they are        flying.    -   Stands are removed when planes land to reload, and refitted        after take off.

3.7 Destroyed Pieces

-   -   All destroyed pieces are removed from the board.

3.8 Captured Pieces

-   -   Captured crew pieces are removed from the board.    -   Captured ammunition depots remain on the board.

Ammunition

is used to destroy targets

4.1 Red &Yellow Ammunition

-   -   You have two different types of ammunition—        -   red colored ‘high explosive ammunition’ guided missiles and            bombs.        -   yellowed colored ‘rapid fire ammunition’ missiles, shells            and bullets.

4.2 Destructive Force of Ammunition

-   -   High explosive ammunition destroys any target.    -   Rapid fire ammunition destroys any        -   uncovered target.        -   covered but unarmed target.            4.3 Arming Crews with Ammunition    -   Ammunition pieces slot into the crew pieces.    -   Crews start the game armed with their full quantity of        ammunition.        See intelligence report for type & quantity of ammunition.

4.4 Rearming Ammunition

-   -   During the game crews can rearm ammunition, as many times as        needed.    -   Rearming of ammunition takes place at the start of a maneuver.        To rearm—        -   planes land on the airstrip loading zone.        -   helicopters land on their helipads or on the airstrip            loading area.        -   mobile units stop in the army base loading zone.        -   artillery and infantry stop in either the air base or army            base loading zones.            Note if a crew is on a Loading Zone when they run out of            ammunition they must move to another Loading Zone quadrant            to rearm            See map for locations of loading zones

4.5 Ammunition Captured or Destroyed

-   -   Crews can not rearm ammunition at a base captured by the        opponent.    -   Captured ammunition may be hit and destroyed by the forces that        lost it.    -   Destroyed ammunition is removed from the board.

Two Player Game Two Commanders Game Command

-   -   In a two commander game, each player controls ‘commands’ the        airforce and army pieces.        5.2 Two commanders turn ‘maneuver’    -   With each maneuver you may        -   ‘aim’ rotate one artillery crew in its quadrant    -   and        -   ‘move’ two different crews.    -   or    -   ‘attack’ from two different crews.    -   or        -   ‘move’ one crew and ‘attack’ from another crew.            You can not use the same crew twice in one maneuver.

5.3 Starting Two Commander Game

-   -   The player who is in command of the gray forces begins play.

Four Player Game Four Commander Game 6.1 Command

-   -   In a four commander game each player controls ‘commands’ one        airforce or army.

6.2 Alliances

-   -   In four commander game you play in pairs, called an ‘alliance’.    -   Your partner is called an ‘ally’    -   One ally commands the airforce crews, and one ally commands the        army crews.

6.3 Four Commander Game Turn ‘Maneuver’ is as Follows.

-   -   With each maneuver a player may with the force under their        command        -   ‘aim’ rotate one an artillery piece    -   and        -   ‘move’ one piece    -   or        -   ‘attack’ one piece

6.4 Starting Four Commander Game

-   -   The player in command of the gray army begins the game and has        the first turn ‘maneuver’.

6.5 Sequence of Maneuvers

-   -   A four commander game is played in the following sequence.    -   1st. Commander of the gray army goes first.    -   2nd. Commander of the green army goes second.    -   3rd. Commander of the gray airforce goes third.    -   4th. Commander of the green airforce goes fourth.

This sequence continues until one commander is out of the game.

6.6 One Commander Out of the Game

-   -   If a player loses all the crews under their command, that player        is out of the game.    -   The game continues with three players, with the lone commander        alternating maneuvers with the two alliance commanders. Example—    -   1st. Lone commander    -   2nd. Alliance commander of the army.    -   3rd. Lone commander.    -   4th. Alliance commander of the airforce.        This sequence continues until one alliance commander is out of        the game.

6.7 Opposing Commanders Out of the Game

-   -   If one commander is lost from each alliance, the turns change to        a two player game of one aim and two moves and/or fires per        maneuver.        Two remaining commanders use two player game rules

Moving

is deploying crews

7.1 Flexible Moves

-   -   With most crews you can choose the number of quadrants moved        ‘distance’ up to the maximum number.        See intelligence report for diagrams

7.2 Set Moves

-   -   With the stealth jet and commando crews, you must move the set        distance.        See intelligence report for diagrams.

7.3 Air Crews Flying Through Occupied Quadrants

-   -   Air crews (excluding bomber) can        -   fly through quadrants occupied by structures, landscape,            ground crews and own aircraft in flight.        -   not move through quadrants occupied by enemy aircraft in            flight.        -   not land in occupied quadrants.    -   Bombers can move through any occupied quadrant.

7.4 Ground Crews Moving Through Occupied Quadrants.

-   -   Ground crews can        -   move under aircraft in flight.        -   not move through quadrants occupied by structures,            landscape, landed aircraft or ground crews, unless they are            commandos.    -   Commandos can move through any occupied quadrant.

Aiming

is selecting the firing direction

8.1 Line of Fire

-   -   The row of quadrants that a crew fires through is called the        ‘Line of fire’.

8.2 Set Aims

-   -   Most crews have set firing directions and firing patterns.

8.3 Flexible Aims

-   -   With artillery crews, mortar, anti-aircraft and machine gun, you        can ‘Aim’ choose the firing direction.

8.4 Aiming

-   -   At the beginning of each maneuver you have the choice to change        the firing direction of one artillery crew, this is called        ‘aiming’.    -   To aim you        -   must do it before your moves and/or fires.        -   say “Aiming (crews name)” as you rotate the artillery.        -   rotate the artillery within its quadrant, to the new line of            fire.        -   you can only rotate a maximum of 90 degrees per turn        -   you can not aim and fire the same weapon in one maneuver.

Attacking

is bombing &firing ammunition

9.1 Attacking Opponents Pieces

-   -   Crews are armed with ammunition to bomb or fire at the opponents        structures & crews.    -   Ammunition is deemed fired, when it is removed from the        attacking crew.    -   A crew can only attack once per maneuver.    -   A target may be hit twice per maneuver, by being fired on by two        crews ‘crossfire’.

9.2 Attacking by Firing

-   -   To fire you remove one round of ammunition from your attacking        crew, and say        -   “(Crew's name) attacking (Crew's name).”            Examples “Tank attacking Jeep”

9.3 Attacking by Bombing

-   -   To drop or set bombs you move your attacking crew to the target        quadrant.    -   Remove one bomb and say,        -   “Bombing crews name) bombs (Target crews name)”            Example “Commando bombs Mortar.”.    -   The destroyed piece is removed from the board, and replaced by        the bombing piece.

9.4 Counter Attacking

Crews under attack has ammunition and is covered

-   -   The defending commander removes one round of ammunition from the        crew and says        -   “(Crew's name) and (Covering crews name) counter attacking            (Attackers name)”            Example—“Jeep and Helicopter counter attacking Tank.”            Covering Fire and shields are useless against high explosive            ammunition

9.5 Shielding Targets

Crew under attack is shielded by another piece.

-   -   The defending commander says        -   “(Crew's name) shielded by (Shielding piece name)            Example—“Commando shielded by tank”

9.6 Camouflaging Targets

Commando crew is occupying a quadrant next to a landscape quadrant.

-   -   The defending commander says        -   “(Commando) camouflaged by (Landscape) from (Attacking piece            name)            Example—“Commando camouflaged by tree.”

9.7 Destroying Targets

Crew under attack has no ammunition or cover.

-   -   The defending commander removes the destroyed crew from the        board and says        -   “(Crew's name) Destroyed”            Example—“Jeep destroyed”

9.8 Target Out of Range, Shielded, Camouflaged

-   -   You waste ammunition, if you attack a target that is found to be        -   out of your firing range.        -   shielded by other pieces.        -   hidden by camouflage

Bombing & Firing Ammunition Guided Missiles, Missiles, Shells Lets &Bombs 10.1 Flexible Firing Range

-   -   With most crews you can choose the number of quadrants fired        across ‘firing range’ up to a maximum number.

10.2 Set Firing & Bombing Range

-   -   The missile launcher has a fixed firing range.    -   The stealth bomber and commando have a fixed bombing range.        See intelligence report for diagrams

10.3 Firing Rapid Fire Ammunition

-   -   Rapid fire ammunition—        -   travels from the attacker's quadrant to the target's            quadrant.        -   travels in a straight ‘line of fire’.        -   crews remain in their quadrant, and do not move to the            target quadrant.

10.4 Firing Rapid Fire Shells

-   -   Anti-aircraft gun shells can only hit aircraft in flight.    -   Mortar shells can only hit ground targets.    -   All shells can be fired over the top of your own ground crews.

10.5 Firing Rapid Fire Missiles

-   -   Rapid fire missiles can—        -   hit both air and ground targets.        -   be fired over the top of your own ground crews.        -   be fired above or below your own aircraft in flight.

10.6 Firing Rapid Fire Bullets

-   -   Rapid fire bullets travel in straight lines and can—        -   hit both air and ground targets.        -   be fired over own ground crews at enemy aircraft.        -   be fired under aircraft in flight at enemy ground crew.        -   not destroy or travel through buildings, landscape or tanks.

10.7 Firing High Explosive Guided Missiles

-   -   High explosive guided missiles        -   can only hit ground targets.        -   can hit enemy targets shielded behind other pieces.        -   are programmed and fly from the launcher to the target            quadrant.        -   can fly through any occupied quadrant.        -   crews remain in their quadrant, and do not move to the            target quadrant.

10.8 Firing High Explosive Bombs

-   -   High explosive bombing        -   can only hit ground targets.        -   can hit enemy targets shielded behind other pieces.        -   are dropped by bombers flying to, and occupying the target            quadrant.        -   are set commandos by moving to, and occupying the target            quadrant.

Covering Fire

is support fire from other crews

11.1 Protection of Cover

-   -   Your crews with rapid fire weapons, can provide other crews with        ‘covering fire’ to protect them from being destroyed.

11.2 Crews Able to Provide Cover

-   -   Crews can only provide cover if the        -   covering crew has rapid fire ammunition        -   crew being attacked is within their covering fire range        -   covering crews weapons can normally hit the enemy.            For example a mortar gun crew can not provide covering fire            against a plane, as a mortar can not hit a plane.

11.3 Crews Unable to Provide Cover

-   -   Crews with high explosive ammunition can not provide covering        fire.

11.4 Direction & Range of Cover

-   -   With most crews, the ‘cover’ & ‘firing’ pattern are the same.    -   Artillery & fighter air crews have a covering fire pattern,        which is wider than their firing pattern.        See intelligence report for diagrams

11.5 Limit of Cover & Loss of Cover in Radar Zones

-   -   Your crew is destroyed regardless of cover if it is hit        -   whilst out of ammunition.        -   by high explosive ammunition.        -   whilst flying in an enemy radar zone            Note a radar zone quadrant is every quadrant that is            exactly (5) quadrants from an airforce control tower or army            headquarters structure See army base & airforce base            diagrams

Shielding

is a barrier to enemy rapid fire ammunition

12.1 Protection of Shields

-   -   You can protect your structures and crews from enemy rapid fire        ammunition by using other pieces as a shield.        You can not shield against high explosive ammunition.

12.2 Position of Shields

-   -   Shields can be structures, landscape or other crews, that are        -   in between the enemy and the crew being protected.        -   the enemy's line of fire.            ‘Line of fire’ is the direction, or quadrants weapons fire            though.

12.3 Crews as Shields

-   -   The enemy can only hit the closest crew, if in one line of fire        you have        -   two or more air crews.        -   two or more ground crews.        -   a ground crew between your structure and any enemy rapid            fire crew.            Enemy crews with rapid fire ammunition can not fire over or            through your structures or ground crews, to hit another            structures or ground crews.

12.4 Structures & Landscape as Shields

-   -   If a structure or landscape is in the enemy's ‘line of fire’, a        ground crew is shielded from bullets.

12.5 Limit of Shields

-   -   Shields can not stop guided missiles or bombs, any structure or        crew hit by high explosive ammunition is destroyed.

Camouflage

is concealment of personnel & equipment

13.1 Commando Camouflage

-   -   Commandos can use camouflage for protection.

13.2 Camouflage Protection

-   -   When a commando is in a quadrant next to a landscape ‘tree’        quadrant, they are camouflaged, and can not be seen or hit by a—        -   ground crew with rapid fire ammunition firing through the            landscape.        -   air crews with rapid fire ammunition.

13.3 Limit of Camouflage Protection

-   -   Camouflage does not protect a commando who is hit        -   by ground crews with a clear line of fire.        -   by high explosive ammunition.        -   whilst not next to a landscape ‘tree’ quadrant.

Destroying

is the destruction of opponents targets

14.1 Destroying Uncovered Target

-   -   If you hit an uncovered target, it is destroyed.

14.2 Destroying Covered Targets

-   -   You destroy a covered target if you hit it and it is        -   out of ammunition.        -   a plane on the ground.        -   an aircraft flying in your radar quadrant.        -   hit with high explosive ammunition.

14.3 Destroying Structures

-   -   You destroy the army head quarters and airforce control tower        structures, when you hit them with any ammunition, except        machine gun bullets.        Machine gun bullets can not destroy a buildings or tanks

14.4 Destroying Radar

-   -   The radar is destroyed when the airforce control tower or army        head quarters structure supporting it is destroyed.

14.5 Destroying Supplies

-   -   You destroy a ammunition depot if you hit it with any        ammunition.        14.6 Destroyed pieces removed    -   All destroyed pieces are removed from the board.

Capturing Seizing Opponents Territory and Ammunition 15.1 CapturingBases

-   -   You capture a base when you        -   destroy the command centre and have a ground crew or            helicopter landed on the loading zone of the base.    -   or        -   have all ready destroyed the command centre and maneuver a            ground crew or helicopter onto the loading zone of the base            that the enemy can not destroy.            See ‘How to start’ map for loadings zones of bases.

15.2 Capturing Crews

-   -   When you capture a base all ground crews (including grounded air        crews) on the gray & brown quadrants of the base are captured,        and removed from the board. Any crews on green quadrants are not        on the base.

15.3 Crews Escaping Capture

-   -   Crews avoid capture when a base is destroyed, if they are        -   outside of the area of the base when it is destroyed.        -   air crews in flight.

15.4 Capturing Ammunition

-   -   When you capture a base with the ammunition depot intact, you        may re-arm your—        -   aircraft, infantry and artillery crews at a captured air            base.        -   mobile, infantry and artillery crews at a captured army            base.

15.5 Counter Attacking a Captured Base

-   -   Following the opponent's capture of a base, and the removal of        your 'captured crews, you can—        -   re-enter the base area and attack the occupying force.        -   hit and destroy the captured ammunition.        -   not re-arm with the captured ammunition.

Rank Recognition of Military Skill 16.1 Initial Rank

-   -   All commanders have the rank of General, and can be promoted to        a        -   One star general        -   Two star general        -   Three star general        -   Four star general (Maximum)

16.2 Promotion & Demotion in Rank

-   -   A commander is promoted in rank by one star, when they complete        their mission        -   by destroying both of the enemy command centers and        -   without the loss of one of their own command centers.    -   A commander is demoted in rank by one star, when they fail their        mission, and fail to destroy one enemy command centre.

16.3 Title & Insignia of Rank

-   -   Commanders may use the title and wear the insignia of their        current rank only.

16.4 Authority of Senior Ranking Officer

-   -   If during a game, the commanders are unable to decide on the        interpretation of a rule, the Senior Ranking Officer present,        has the authority to determine that rule for the remainder of        the game.

Flexible Game Rearranging of Sectors &Pieces 17.1 Flexible Layout & SetUp

-   -   At the start of the game, players can choose to use the standard        board layout, and pieces set up, or choose to create their own        layout and set up.

17.2 Flexible Layout of Sectors

-   -   Sectors have been designed to be used in different positions,        for example sectors        -   One & Two can be changed from left to right of the square            layout.            -   Or        -   Can be layout in a long rectangle pattern, rather than a            square pattern.            The only restriction on the layout of the sectors, is that            the three different height levels of each sector, must match            exactly with the sectors beside it.

17.3 Flexible Set Up of Pieces

-   -   All pieces can be set up in any quadrant on a base, except        -   planes must be on the airstrip.        -   fighters planes must have a clear path to the end of the            airstrip of at least two quadrants.            See Intelligence report for area of bases

The following table explains FIGS. 5.1-5.24 , which are example diagramsof attacking and defending per the game of Example A:

Short Figure Title description Detailed description 5.1 Out of rangeTargets Targets outside of firing range are safe outside of Tank attacksjeep - Jeep one quadrant firing range beyond tank's five quadrant firingare safe range Out of range jeep safe Attacking tank uses one round ofammunition. 5.2 Unarmed Crews out of Crews out of ammunition aredestroyed ammunition Jeep attacks tank - Tank is out of ammunition aredestroyed ‘unarmed’ Unarmed tank destroyed Attacking jeep uses one roundof ammunition. 5.3 Uncovered Crews not Crews not protected by coveringfire are protected by destroyed covering fire Jeep attacks tank - Tankfully armed, are destroyed but not protected by covering fire. Uncoveredtank destroyed Attacking jeep uses one round of ammunition. 5.4 Covered& Cover does not Cover does not protect crews out of unarmed protectcrews ammunition out of Jeep attacks tank - Tank is covered byammunition machine gun crew, but out of ammunition ‘unarmed’ Unarmedtank destroyed Attacking jeep uses one round of ammunition 5.5 Groundcover Armed ground Armed ground crews are protected by ground protectioncrews are covering fire protected by Jeep attacks tank - Tank armed andground within covering fire of machine gun. covering fire Armed &covered tank safe, uses one round of ammunition Attacking jeep uses oneround of ammunition 5.6 Air cover Armed air Armed air crews areprotected by air covering protection crews are fire. protected byHelicopter attacks bomber - Bomber air covering armed and withincovering fire of anti- fire. aircraft gun. Armed & covered bomber safe,uses one round of ammunition Attacking helicopter uses one round ofammunition 5.7 Limit of ground Ground cover Ground cover does notprotect ground crews or cover does not structures from air attackprotect crews Fighter attacks jeep - Jeep is armed & or structureswithin covering fire of mortar from air attack Mortars provide groundcover only, and can not hit or provide cover against air crews Uncoveredjeep destroyed Attacking fighter uses one round of ammunition 5.8 Limitof air Air cover does Air cover does not protect aircraft from groundcover not protect attack aircraft from Jeep attacks bomber - Bomber isarmed ground attack & within covering fire of anti-aircraft gunAnti-aircraft guns provide air cover only, and can not hit or coveragainst ground crews Uncovered bomber destroyed Attacking jeep uses oneround of ammunition 5.9 Limit of cover Cover does not Cover does notprotect crews from high protect crews explosive ammunition from highBomber drops high explosive bomb on explosive jeep - Jeep is armed &within covering ammunition fire of tank Covering fire is useless againsthigh explosive bombs & guided missiles Armed & covered jeep destroyedAttacking bomber uses one round of ammunition 5.10 Limit of shieldsShields do not Shields do not protect crews & structures from protectcrews high explosive ammunition from high Bomber drops high explosivebomb on explosive jeep - Jeep is armed and surrounded by ammunitionother crews Shields are useless against high explosive bombs & guidedmissiles ′. Armed & shielded jeep destroyed Attacking bomber uses oneround of ammunition 5.11 Landscape as Trees in line Trees in line offire protect crews from bullets shields of fire protect Machine gunfires bullets at jeep - crews from Machine gun bullets travel in astraight bullets line Tree in direct ‘line of fire’ shields jeep frombullets - Shielded jeep safe Attacking machine gun uses one round ofammunition 5.12 Firing over Missiles & Missiles & shells can be firedover trees landscape shells can be Tank &jeep attack jeeps - Trees arein fired over trees between all four crews - Both jeeps are unarmedRapid fire missiles & shells can be fired over landscape - Unarmed jeepsdestroyed Attacking tank &jeep each use one round of ammunition 5.13Ground crew as Leading Leading ground crew or structure shields othershields ground crew or ground crews or structures behind structure Tank& machine gun are both within shields others enemy firing range - Thetank is behind the machine gun Attackers can only hit the first groundcrew or structure in the ‘line of fire’. Shielded tank safe Armed &covered machine gun safe, uses two rounds of ammunition Attackingfighter & tank each use one round of ammunition 5.14 Air crews asLeading air Leading air crew shields other air crews behind shields crewshields Bomber & fighter are both within other air crews enemy firingrange - The fighter is in flight behind the bomber The attackers canonly hit the first air crew in flight, in the ‘line of fire’. Shieldedfighter safe Armed & covered bomber safe, uses two rounds of ammunitionAttacking helicopter &jeep each use one round of ammunition 5.15 Firingthrough Ground crews Ground crews can not fire bullets through own crewscan not fire ground crews or structures bullets through Light commandois with range of own crews machine gun - Machine gun bullets travel in astraight line. Dark commando is in the ‘line of fire’ & blocking themachine gun fire - Light command safe Attacking machine gun can not firethrough own crews or structures - No ammunition used. 5.16 Firing aboveGround crews Ground crews can fire bullets, missiles & shells crews canfire above crews bullets, Machine gun attacks fighter - Fighter missiles& uncovered - Commando is in the ‘line shells above of fire crewsFighter hit by bullets being fired above ground crew - Uncovered fighterdestroyed Attacking machine gun uses one round of ammunition 5.17 Firingover Ground crews Ground crews can fire missiles & shells over crews canfire own crews missiles & Tank &jeep attack jeeps - Commandos shellsover are directly between the four mobile own crews crews Shells &missile can be fired over own ground crews - Uncovered jeeps destroyedAttacking tank &jeep each use one round of ammunition 5.18 Firing aroundAir crews can Air crews can fire around own air crews in crews firearound flight own air crews Fighter attacks helicopter - Helicopter inflight is uncovered - Bomber is in the ‘line of fire’ Attacking aircraftcan fire above or below own aircraft, in the ‘line of fire’ Uncoveredhelicopter destroyed Attacking fighter uses one round of ammunition 5.19Camouflage Landscape can Landscape can conceal commandos from rapidconceal fire ammunition commandos Fighter &jeep attacks commando - fromrapid fire Commando occupies camouflage quadrant next to tree Camouflageprovides protection from rapid fire ammunition air attack any direction,ground attack fired through landscape. Camouflaged commando safeAttacking fighter &jeep each use one round of ammunition 5.20 Radar Aircrews in Air crews in radar detection quadrants lose detection radardetection cover protection quadrants lose Anti-aircraft gun attacksfighter - cover Fighter armed & covered by machine protection gun, butis in a radar detection quadrant. Aircraft lose covering fire protectionin radar quadrants. Radar detected fighter destroyed - Attackinganti-aircraft gun uses one round of ammunition. 5.21 Cross fire Crewwith two Crew with two plus rounds of ammunition survival plus roundssurvives dual attack survives dual Fighter &jeep both attack one tank -attack Tank is covered & armed with three rounds. Armed & covered tanksafe, is hit twice and uses two rounds of ammunition Attacking fighter&jeep each use one round of ammunition 5.22 Cross fire Crew with oneCrew with one round of ammunition is destruction round is destroyed indual attack destroyed in Fighter & jeep both attack one tank - dualattack Tank is covered & armed with one round First hit uses one roundof ammunition, leaving the tank unarmed, and the second hit destroysUnarmed tank destroyed Attacking fighter & tank each use one round ofammunition 5.23 Penetration of Crew armed & Crew armed & protected bycovering fire is cover protected by destroying covering fire Missilelauncher &jeep attack - Tank & destroyed machine gun are armed &covering one another 1st hit - Missile launcher destroys the machine gunwith high explosive ammunition 2nd hit - Jeep destroys the now uncoveredtank Attacking missile launcher &jeep each use one round of ammunition.5.24 Penetration of Crew Crew protected by shield destroyed shieldprotected by Commando & fighter attack - Tank is shield destroy shieldby the machine gun that is armed & covered 1st hit - Commando destroysthe machine gun with high explosive ammunition 2nd hit - Fighterdestroys the now unshielded tank Commando & fighter each use one roundof ammunition

It will of course be realized that while the foregoing has been given byway of illustrative example of this invention, all such and othermodifications and variations thereto as would be apparent to personsskilled in the art are deemed to fall within the broad scope and ambitof this invention as is hereinbefore described.

If any reference numeral(s) is/are used in a claim or claims then suchreference numeral(s) should not be considered as limiting the scope ofthat respective claim or claims(s) to any particular embodiment of thedrawings.

It is acknowledged that the term ‘comprise’ may, under varyingjurisdictions, be attributed with either an exclusive or an inclusivemeaning. For the purpose of this specification, and unless otherwisenoted, the term ‘comprise’ shall have an inclusive meaning—i.e. it willbe taken to mean an inclusion of not only the listed components itdirectly references, but also other non-specified components orelements. This rationale will also be used when the term ‘comprised’ or‘comprising’ is used in relation to one or more steps in a method orprocess.

1. An apparatus for an electronically-enabled board game, said boardgame being configured for playing by at least two players, each assigneda plurality of game pieces, the players taking sequential turns to causeor instruct movement of at least one of their game pieces relative to agame board in accordance with the rules of the game, said apparatuscomprising: the game board; the plurality of game pieces assigned toeach player; wherein the apparatus is configured to detect the identityand location of a given game piece relative to the game board; and aserver comprising a processor and a memory and communicable with atleast the game board, wherein the server is configured to receiveinformation on the identity and location of the game pieces relative tothe game board, the server being further configured to, upon eachsequential turn taken by each player, determine whether a game progressindicator is appropriate, and if so, send to the game board a displayinstruction, wherein the game board is configured to, in response to thedisplay instruction, electronically display the game progress indicator.2. The apparatus of claim 1, wherein each of the plurality of gamepieces contains an electronic identifier such as an RFID chip, and thegame board is configured to electronically detect, such as via an RFIDreader, the identity and location of a given game piece on the gameboard.
 3. The apparatus of claim 1, wherein the game progress indicatoris determined by the type of game event to which the most recentplayer's move(s) corresponds; wherein the type of game event comprisesat least: “simple move”, and “move plus outcome”; wherein the type ofgame event is at least partly determined by one or more of: the startand/or end location on the game board of the game piece(s) involved inthe most recent player's move(s); and: the identity of the game piece(s)involved in the most recent player's move(s).
 4. The apparatus of claim3, wherein the type of game event is at least partly determined by theidentity and/or start and/or end location of at least two game piecesassigned to different players.
 5. The apparatus of claim 3, whereinthere are a plurality of subtypes of “move plus outcome” game event. 6.The apparatus of claim 3, wherein there are a plurality of types and/orsubtypes of game progress indicator corresponding to the types and/orsubtypes of game event.
 7. The apparatus of claim 1, wherein the gameprogress indicator comprises one or more of: illumination of at leastone region of the board; and: one or more sound effects.
 8. Theapparatus of claim 1, wherein the server is further configured to storeany relevant parameters associated with one or more of the plurality ofgame pieces.
 9. The apparatus of claim 8, wherein the players have inputas to at least some of the parameters associated with one or more of theplurality of their game pieces.
 10. The apparatus of claim 8, whereinthe parameters associated with the game piece(s) involved in the mostrecent player's move(s) contribute to determining the type of game eventto which that move(s) corresponds, and hence the appropriate gameprogress indicator (if any).
 11. The apparatus of claim 8, wherein theparameters comprise the ammunition supply associated with the gamepiece(s) involved in the most recent player's move(s).
 12. The apparatusof claim 1, wherein the apparatus comprises a plurality of game boards,wherein each player has a game board.
 13. The apparatus of claim 12,wherein the game progress indicator is displayed on all of the gameboards, such that each player can move the relevant piece(s) on theirboard to reflect the most recent player's move(s).
 14. The apparatus ofclaim 1, wherein the apparatus further comprises a personal electronicdevice, such as a smartphone, tablet, or personal computer, associatedwith each player, and communicable with the server, said personalelectronic device being configured to display a real-time simulation ofthe board game, including one or more of: the identity and location ofthe plurality of game pieces on (or in relation to) the game board; thelatest player's move(s); the corresponding type and/or subtype of gameevent; the corresponding game progress indicator; any relevant promptsor instructions to the player; any relevant parameters associated withthe plurality of game pieces; and/or the game score.
 15. The apparatusof claim 14, wherein the personal electronic device is configured toreceive player input and transmit this to the server.
 16. The apparatusof claim 15, wherein the personal electronic device is configured toreceive player input as to at least one of the parameters associatedwith one or more of the plurality of that player's game pieces.
 17. Theapparatus of claim 16, wherein the at least one parameter comprises theammunition supply associated with a particular game piece, and theplayer input comprises one or more of: electing to use at least some ofthe ammunition as part of the player's move(s); or: replenishing theammunition supply associated with that game piece.
 18. A game boardconfigured for use in an electronically-enabled board game, said boardgame being configured for playing by at least two players, each assigneda plurality of game pieces, the players taking sequential turns to causeor instruct movement of at least one of their game pieces relative tothe game board in accordance with the rules of the game, wherein theidentity and location of the game pieces relative to the game board isdetectable by a server, the server being configured to, upon eachsequential turn taken by each player, determine whether a game progressindicator is appropriate, wherein the game board is configured to, ifthe server determines that a game progress indicator is appropriate,receive from the server a display instruction, wherein the game board isconfigured to, in response to the display instruction, electronicallydisplay the game progress indicator.
 19. A game piece configured for usein an electronically-enabled board game, said board game beingconfigured for playing by at least two players, each assigned aplurality of game pieces, the players taking sequential turns to causeor instruct movement of at least one of their game pieces relative to agame board in accordance with the rules of the game, wherein theidentity and location of the game pieces relative to the game board isdetectable by a server, the server being configured to, upon eachsequential turn taken by each player, determine whether a game progressindicator is appropriate, wherein the game board is configured to, ifthe server determines that a game progress indicator is appropriate,receive from the server a display instruction, wherein the game board isconfigured to, in response to the display instruction, electronicallydisplay the game progress indicator.
 20. A server configured for use inan electronically-enabled board game, said board game being configuredfor playing by at least two players, each assigned a plurality of gamepieces, the players taking sequential turns to cause or instructmovement of at least one of their game pieces relative to a game boardin accordance with the rules of the game, wherein the server isconfigured to detect the identity and location of the game piecesrelative to the game board, the server being further configured to, uponeach sequential turn taken by each player, determine whether a gameprogress indicator is appropriate, wherein, if the server determinesthat a game progress indicator is appropriate, the server is configuredto send to the game board a display instruction, wherein the game boardis configured to, in response to the display instruction from theserver, electronically display the game progress indicator.